Element: Iron. Karsha can create, control, and absorb any kind of metallic protodermis.

Faction: The Circle

Appearance: Karsha stands a good head taller than the average Toa, but she's not lanky. With wide shoulders and an intimidating amount of chiseled muscle, she looks like some statue come to life. Her body is dark gray, and her scuffed armour bronze. Her Arthron has a visor built into it that covers her eyes.

Powers: Intimate knowledge and control of the element of Iron: she treats anything metallic like an extension of her body.

Equipment: None.

Skills: As previously mentioned, Karsha is extremely skilled in the creation, manipulation, and absorption of the element of Iron. She is also experienced in combat.

Weaknesses: She's blind, relying entirely upon her Arthron and her sensitivity to metal to navigate; without either of them, she's practically helpless.

Bio: Karsha has always worked in the service of Metru Nui. When the gangs sprang up, she remained loyal to the Turaga, and when they died, she remained loyal to the Circle. She's as steadfast as they come, with zero tolerance for anyone who doesn't share her views (her personal philosophy: “if you're not for us, you're against us.”). She lost her sight in a tangle with some Blades several years ago, but it's hardly slowed her down. When asked about the incident, she merely says. “I was blinded halfway through the fight, so I can't tell you what they looked like when I was finished with them. It's probably better that way.”

Appearance: Roughly 1.9 bio in height, Viitka stands quite noticeably above most [i]Toa[i] in terms of height, though she otherwise physically resembles that species. She possesses a broad, heavy build, with the prominent musculature of a warrior, granted, one with an obvious preference for strength over agility. She's far more burly than simply “athletic” in terms of physique, which results in a somewhat intimidating presence of raw power.

Facially, her generally impassive features are somewhat angled, and feline in appearance, while a single scar runs along the left of her jawline. Her eyes are a startlingly vivid magenta, a color shared with her heartlight. She wears a respectable amount of additional armor, which itself is bulky and built to last, though it does limit movement in some areas. It sports a utilitarian design, with each individual plate being comprised of layered pieces. Her natural armor is a glossy obsidian color, which is matched by the armor she wears save for the number of bright magenta linear designs scattered across it's surface. These designs are mostly focused around the upper left of her chest, as well as the corresponding limbs on that side.

She generally wears a series of large belts carrying a multitude of different tools around her waist and thigh, as well as diagonally across her torso. Viitka also possesses a helmet who's main feature is the featureless black faceplate.

Powers: Like the rest of her species, Viitka has the ability to shatter her body into a multitude of crystalline shards, which she can then manipulate independently. Her Rhotuka temporarily causes the atmosphere around the target to become heavy and toxic.

Equipment: Viitka's main piece of equipment is a gigantic shield which is resistant to many attacks. An artificial Rhotuka Launcher is built into the face of this shield. She also possesses a number of tools associated with the upkeep of technological items.

Skills: Viitka is physically powerful, a trait which should made obvious by her physique, and she's a fair bit endurant. She's not one to shrink from a fight, though unfortunately, she lacks any sort of official martial training, instead using a combination of techniques she herself developed and straight improvisation. It's served her well enough this long, and Viitka has no intention of changing that. She has a aptness for technological devices, and it's a safe bet that she'll be able to tear something apart and slap it back together if given enough time cursing fluently in multiple languages at it, whether that something is an airship or some fancy weapon.

Weaknesses: Her use of improvisation over well-worn tactics is a double-edged sword for her, and while it gives her a level of unpredictability, it also makes her vulnerable to other well-worn tactics. She mainly focuses on brute strength in melee combat, which can be taken advantage of by those who know how.

Bio: Viitka is one of the countless immigrants to the City of Legends, just another meaningless name in a sea of faces looking for an escape from whatever past was left outside of the island. More specifically, Viitka had at one time gotten in a bad way with a rather influential Vortixx overseer, which of course warranted the hiring of a Dark Hunter operative. The Dark Hunter was predictably tasked with her elimination, a choice that had the result of Viitka becoming badly wounded, and the Dark Hunter ending up on opposite sides of an island. Viitka herself lived more or less on the run from that point on, getting by taking odd jobs, putting her mechanical talents to good use repairing whatever happened to be broken in the immediate area.

Eventually, she managed to get a transport to Metru Nui, in the hope of once and for all traveling a distance that past troubles couldn't reach her. This didn't quite work out as well as she'd hoped, being dropped in the middle of a gang war where none of the sides seemed favorable. Viitka was more or less neutral throughout the beginnings of the conflict, at least until she started to feel the oppressive hand of the “government”, and at that point joined the rest of the immigrants as part of the Northwinds.

Who is your character? Where are they from, what have they done, what's their life been like? Reasonable length, please. No minimum word count, but please, devote some time here.

I can haz PC. The first if two, but this one was a thought that I wanted to flesh out before I forgot, so I made it first.

Name: Vanir
Gender: Male
Species: Jerbraz's Species
Kanohi: N/A
Element: N/A
Faction: Unaffiliated, technically, but shows preference to the Northwinds, and grudging respect to the Fury.
Appearance: Vanir does not break from this mold. Like most of his race, he has a similar build to that of a Toa, but a good head and shoulders taller, with a few inch height advantage on the average Skakdi, and on par with most Vortixx. He isn't built as solid in appearance, however, as most Toa, looking a bit lighter and significantly more nimble. Nevertheless, he is almost all muscle, and is with regards to strength roughly on the same level as the average Toa. However, this is where most of the similarities end. Vanir's base armor is the same color as smoke, and in different lights, it almost seems to differ slightly in hue, as if it was ever changing. The upper levels of his armor, however, are where things become truly strange. His outer armor levels are almost glasslike in appearance, taking the smoky gray base below and lightening it a few shades, before making it slightly translucent. Oddest of all, however, is its opacity; More noticeable near the edges, and progressively less present as one's gaze moves inward, the armor seems almost like it's not totally opaque, and if one looks really closely, they can almost see through it. Combined, the effect lends itself to the appearance of a being wreathed in a constantly shifting ever so slightly in shade and appearance, while his color scheme allows him to easily blend into Metru Nui's streets. His face seems made for grinning, with deep green eyes set above a perpetual half-smile.
Powers: Most who knew him believed Jerbraz' condition to be the result of the experiments performed on him. Truthfully, this is only half correct. All members of his species possess the ability to alter the opacity of their body, anywhere from completely opaque to completely transparent, and thus invisible. The two ends of the spectrum are the most commonly used, as traditionally they are the only ons with any real practical purpose, but in Metru Nui's streets, even the halfway point allows for stellar camoflage. This ability extends to any equipment he carries with him, but unlike Kanohi with similar abilitis, Vanir can extend this power to up to one additional individual, provided he maintains constant contact.
Equipment: Vanir carries relatively little with him, unsurprising considering the lifestyle he leads. At any one time he might be carrying a few days of dried rations, basic medical supplies, and other items needed to help stay alive. He does, however, have a few items he always has with him. First of all, his pack; a battered, beaten backpack-like bag that maximizes the space it offers to carry all of his supplies, as well as a sleeping bag.

For weaponry, he carries several small knives, which function both as tools and as weapons, as well as a medium length protosteel longsword sheathed at his hip. The one unusual item he owns is a six-shot revolving pistol, bartered for from a former Nynrah Ghost in the early stages of the city's breakdown. It functions similarly to a Cordak blaster, but on a much smaller scale; each shot must be manually cocked, and it has to be manually reloaded after it runs out. While decent at close to mid range, its accuracy becomes several degraded out past about fifteen meters.
Skills: Vanir, when he wants to be, is unparalleled in the arena of stealth. Even without the use of his ability, his armor allows him to blend in to Metru Nui's streets with ease, and he is quite practiced at moving silently. When his ability is taken into account, he is capable of becoming a nigh on imperceptible phantom. Similarly, he is a good pickpocket, a trait necessary for his lifestyle. He's a decent swordsman and a good shot with his revolver, but if he can help it, he'd rather not put either skill to the test. If he has to fight, he'd rather taken them out before he's noticed.

After all, a fair fight should be the other guy's problem.
Weaknesses: While Vanir could be outmatched by a more skilled opponent, he can hold his own against most. Instead, his weakness lies within his ability; When injured or exhausted, it is much more difficult for him to be able to achieve full transparency. While doing so for extended lengths of time isn't usually an issue, if you catch him after a long, drawn out fight, it's going to be more difficult. On a similar note, once something leaves his person, it is no longer effected. If he is bleeding, once that blood is no longer in contact with him, it becomes instantly visible.
Bio: Vanir grew up a street urchin in one of the Northern Continent's more crowded cities; It was never the wealthiest place, and he learned early on how to use his powers to steal enough to get by. Despite this, he always had a strong moral code; He took only from those who could afford it, and only what he couldn't live without. Oftentimes, the odd loaf of bread or few widgets weren't even noticed, or were written off as simply being misplaced. When the Destiny War rolled around, he eagerly signed on to help beat the Brotherhood back, and it was during this time that he learned to make use of his weapons.

After the Destiny War, however, he found that he didn't really want to go back to being a pickpocket. He decided to travel for the City of Legends to make an honest living, but unfortunately, he soon found he wasn't the only one with that idea. Though he himself was in the initial wave, he quickly found that the jobs he used to work were quickly being given to more desperate immigrants, those willing to work for less. When the gang violence started to breakk out, Vanir didn't take a side; instead, he fell back on the skills that had kept him alive in the past. Even in a war-ravaged city there were opportunities. Ga-Metru was a frequent target, but he wasn't picky; If he found a stash of food or supplies, and there was enough to spare, he'd take enough to keep himself going a few days. With the advent of the Northwinds, he hasn't needed to resort to thievery as much; They usually have supplies to be given or otherwise sold at a price he can afford. Nevertheless, he has up until now refused to join any one faction for reasons known only to himself.

0

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

Appearance: Vaxel has the looks of a professional mercenary. Lean body, deep eyes, mouth set into a thin hard line, hands that can change from still to a weapon at a moments' notice. He frequently sports a cloak while travelling. His mask looks not at all like Krika's, and rather looks like a less-insectoid version of Gorast's Felnas. A scar crosses his left eye, which shines marginally less than his right.

Equipment: A broadsword named 'Cleaveblade'. He wield two Scimitars for close combat. He has a Kanoka Launcher which he rarely uses. He currently had Reconstitute at Random, a Freeze, and a Weaken disk. He carries a radio for communication with any Circle soldiers, flint & steel and some water.

Skills: Vaxel was a mercenary in his past, and so is experienced in fighting and battle. He is shrewd and calculating in his interactions. He is also an experienced infiltrator.

Weaknesses: Vaxel has an injured left eye gotten in his early years as a Toa. His usage of Lightning is not usually very creative. Vaxel also usually works alone.

Biography: Vaxel worked as a Matoran on the Northern Continent for most of his years until the Great Cataclysm. The Defender of his village sacrifised himself to save his village in the vicious Bio-quakes, and in his last moments gave Vaxel a Toa Stone. Vaxel, however, failed to save the survivors from a Rahkshi attack shortly afterwards. Vaxel vowed to hunt the Brotherhood's servants after this. To accomplish this he hired his services out to various villages and even morally ambiguous warlords attempting to build their own kingdoms after the Great Cataclysm. He unknowingly helped a little to bring the Destiny War to its end by taking a job from a recruiter who was an undercover Order of Mata Nui agent. After the war, Vaxel decided to settle down in Metru Nui which he did remarkably well for an immigrant. When the Blades started assasinating leaders Vaxel signed up as part of thee local defence forces. When Turaga Vakama formed the Circle and instituted martial law, Vaxel continued to serve under the new government for reasons only known to himself.

IGNITUS
Gender: Male
Species: Toa
Alignment: Chaotic Good
Allegiance: None(yet)
Homeland: Southern Islands
Element: Fire
Kanohi: Great Hau, Mask of Shielding
Weapon(s): Vulcan, a Protosteel sword similar to a Roman spatha
Other Equipment: Journal, Heatstone, 49 Widgets
Dominant Hand: Left
Appearance: A lean Toa of average height, with the overall look of a soldier. His armor is crimson with scarlet accents and a scarlet Hau, as well as a silver breastplate and silver greaves; this armor is covered in small scratches and scars from his old military career. Ignitus eyes are strange, dark emerald in some places and brown in others.
Personality: Hot-tempered and aggressive, Ignitus is nearly devoid of true fear. After all the war he's seen, his only true fear is dying without any reason. Though once a loyal leader to his men, losing most of those same men has left Ignitus without a cause, at least for the moment.
Skills: Ignitus isn't half bad at controlling his element of flames. He is a pretty freaking good tactician, at least when he keeps his head clear. His true skill, however, is swordsmanship. His sword, Vulcan, has been his as long as he can remember, and in that time he's learned to use it to great effect, nearly unmatched on his home island.
History: Originally a Ta-Matoran on one of the Southern Islands, Igntius became a Toa shortly after the death of his hero, a former Toa of his island, in the Great Cataclysm. He filled in the twelfth spot of this team, the Toa Ardu, and eventually rose up to become its leader.
It wasn't long after this that he and his team went from fending off the local Zyglak to fighting under Helryx against the Brotherhood of Makuta. Initially working to stop Brotherhood porgress in the Southern Islands, they eventually participated in the attack on Destral.
This is where things started to go bad.
Led by Ignitus, the Toa Ardu attempted to attack the Brotherhood through a break in their defenses caused by the attack. Little did they know that it wasn't quite unguarded. A group of Rahkshi, outnumbering the Toa Ardu nearly four to one and lead by a traitorous Toa named Erebus, was waiting just on the other side. The Toa Ardu were slaughtered, all either KIA or MIA except for Ignitus. Having fought Erebus one-on-one, Ignitus was left for dead by the traitor, more or less unable to fight due to a stab wound in his knee and appearing quite dead.
But he wasn't dead. Not quite.
Though he made it off the island after the assault, Ignitus was done fighting Helryx's fights. He also couldn't bear to return to his home alone, so he never went back. Over the years he made his way all over the Universe, without any true home. Recently, he finally found a ship to Metru Nui, and has now arrived, looking for some sort of freedom, and, if possible, a way to start anew.
Weakness(es): Besides the obvious weakness to cold and ice, Ignitus' hotheadedness can cause him to charge into battle without thinking first. This is what brought about the catastrophe on Destral. His right knee is also weaker than his left, though he has learned to make this indiscernible, so that the only way someone could exploit this weakness without knowledge of the battle is sheer luck.

Bio: Raaz was on a team composed purely of Magnetism Toa. However, when the Makuta Began hunting down Toa of Magnestism because of their potential against Makuta armor, Raaz's Toa team was slaughtered by Rahkshi. Vowing vengance, Raaz continually seeks Rahkshi and destroys them, hoping to someday meet a Makuta and extract his vengance. He doesn't really care about the four factions, if you are in his way you area enemy, if you help him, a friend.

I will discuss it with my fellow staff members, but I very much mind. Rahkshi are not creatures to be trifled with lightly. Six gave the Nuva a hard time, and a small handful represented a very real threat to the Metru. They're not something I want to see appear lightly.

0

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

Already got Spawn and Dov's informal approval, but let's make this official.

Name: Oberon Tarec

Gender: Male

Species: Toa

Kanohi: Calix

Element: Iron

Faction: Unaffiliated

Appearance: Young, young enough to still be a student. A tad below average height, standing at a still respectable 7'0". Not physically the most imposing guy either, only being somewhat athletic and toned, mostly due to his using his feet to get everywhere. A typical toa of iron, his gunmetal armor is highlighted with the odd spot of burnt orange, a very low-key type spread. Typically wears casual clothes, a plain white shirt being chief amongst them. Face is expressive, yet ultimately nothing to write home about. Blue eyes, should that suddenly mean anything.

Powers: Like all Toa, he can bend his natural element to his will. Unlike many Toa, he's not exceptionally good at it. Much unlike many toa, he has next to no aptitude for elemental manipulation, only able to pull off rudimentary feats with a great deal of effort and focus. The same applies to his Calix. While it's always on at a low level as every Calix is, he seems to have some form of mental block when it comes to using it to push his capabilities beyond his normal threshold. What is there manifests almost like a form of precognition, an ability to pick up on subtle cues and react to them accordingly, but not necessarily in time.
What he does do well, though, is be tough as nails and stubborn as an ox. Simply put, Oberon has a knack for surviving and persevering perhaps even greater than that of his peers.

Equipment: Typically a backpack full of school supplies(paper, pencils, etc.) and a first-aid kit.

Skills: Can cook and clean fairly well, generally do all the things required of living on one's own. In a fight, he's far more keen to beat people up than element them, for obvious reasons. As such, he's become a fairly skilled brawler, having gone through, in his words, "the school of hard knocks martial arts". He is not formally trained, but has just been in enough fights to hold his own through experience, and the occasional tactical ploy. ("Fighting dirty tends to work pretty nicely for me.")

Weaknesses: As stated earlier, he is terrible at elemental manipulation and kanohi usage, putting him at an enormous disadvantage in a ranged battle. In addition, he is not formally trained in hand-to-hand combat, either, which allows him to be picked apart by those more experienced and/or skilled than he. Has a habit of selling himself kind of short, as well. His relationship with the fates is a strange, fluctuating thing, and has a slight tendency to side towards the negative end of the spectrum.

Bio: Tarec is as close to native to Metru Nui as one can be without having spent one's entire life there. Long ago, he was sent there to study and train and find his destiny as a Toa. It hasn't quite gone as planned, he'd imagine. He tries to take his life day by day and deal with whatever fate throws at him as it comes. In his time at the island, he's become very self-sufficient, frugal with the weekly allowance given to him, and at home in his smallish, comfy dorm. While thus far he's managed to mostly stay within the life of normalcy and lack of drama that most citizens have found themselves in, but has at least come in minor contact with all four gangs on the barest level each at some point. He doesn't know much nor really care much about them, and just worries about doing what he can to help people who need it. In that regard, he has something of an amorphous alignment, doing what he wants, which happens to generally be good. Thankfully, Oberon's life has been mostly normal thus far.

Thus far.

0

Juice, Juice is temporary, you know? Anyone can obtain the juice. You can say that, just because you got a nice car, "oh, man, you got the juice"; it's something that comes and goes.

Appearance: Pakare is about a head taller than an average Toa Inika type build. He uses an old and slightly dented orange Kanohi Pakare which contrasts with his azure eyes. His body is mostly yellow and dark blue, representing his recent and old element. His feet match his orange mask. Pakare has broad shoulders due to the nature of his armor, which is partly gold.

Powers: Pakare is granted super-strength from his Kanohi Pakari and can manipulate Stone because of his element.

Equipment: Pakare doesn't usually have much on him, apart from his foot additions, similar to Toa Pohatu. He also carries an extremely sharp protosteel Tanto. Depending on his duty, Pakare is occasionally seen with a Laser Rifle.

Skills: Pakare can take more damage than most Toa and has a brilliant strategic mind.

Weaknesses: Speed is not Pakare's strong point, so a few fast enemies can take him down in a small amount of time if he is alone.

Bio: Pakare was once best friends with a Ko-Matoran known as Kayn, they travelled together and became members of a Toa team known as Reduo. Like Kayn, Pakare was given a second element. He was given water, to go alongside his native element of Stone. After nearly losing a war with failed Mata-Nui prototypes from the depths of Aqua Magna, his powers were greatly reduced, also losing his element of water. After team Reduo broke up, Pakare moved to Metru Nui long before the Sea Gates were shut, taking home in the most isolated parts of Le-Metru.

Would if I could but I'm a bit busy beating up a few Rahkish (Seriously though, if anybody can help my Toa, I am seriously just creating the fight in my mind, and goodness knows what will happen without help. )